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Chrome Shells & Neon Streets (Tricube Tales One-Page RPG)
Verlag: Zadmar Games
von Alfredo S. D. [Verifizierter Käufer]
Hinzugefügt am: 11/25/2020 05:31:09

Yet another excellent one-page setting for the awesome Tricube Tales generic rules. Cool cyberpunk adventures with none of the cruft!



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Interstellar Bounty Hunters (Tricube Tales One-Page RPG)
Verlag: Zadmar Games
von Alfredo S. D. [Verifizierter Käufer]
Hinzugefügt am: 10/01/2020 03:57:27

This is basically The Mandalorian: The One-Page RPG. Featuring a condensed version of the excellent minimalist Tricube Tales ruleset (worth a download too), a mission generator and a set of twists and complications, you will be offering your targets to choose between be brought in warm... Or be brought in cold in no time. The price can't be beaten, too.



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Home of Lost Hope
Verlag: Room 209 Gaming
von Alfredo S. D. [Verifizierter Käufer]
Hinzugefügt am: 05/26/2020 10:37:14

A high-quality horror adventure written for Forthright Open Roleplay with a very interesting setup which leaves a good amount of leeway about how to finish the story and allows for a fun evening of surprises and shocks. (It could be considered a kind of mini-sandbox of sorts). It also features a few sample NPCs and monsters with their Forthright stats, but these and the descriptions are easy enough to understand as to allow anyone who wish to do so to adapt this adventure to any other generic or horror game they enjoy. As indicated, some imagery my be shocking for younger or susceptible people, but softening or omitting the most graphic parts should be easy. The writing, layout and art are also excellent, and the money goes to a good cause. Highly recommended!



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Home of Lost Hope
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Kommentar des Verlages:
Thank you for the kind review!
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Tricube Tales
Verlag: Zadmar Games
von Alfredo S. D. [Verifizierter Käufer]
Hinzugefügt am: 02/14/2020 09:51:12

One of the most interesting little portable rpgs I've found. You only need 3 d6 and a handful of coins or tokens to play and you can take it with you on your phone. Unlike other rules-light systems, it includes "rulings" (more than "rules") and advice for several different genres, from cyberpunk to supers or horror and vehicle rules. The "combat" rules can also be used easily to play out other kinds of conflicts, from chases to debates. I am seriously considering getting the print version because I love pocket-sized rpgs.



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Tricube Tales
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Xenoarqueólogos Salvajes SWEA
Verlag: Demonio Sonriente
von Alfredo S. D. [Verifizierter Käufer]
Hinzugefügt am: 02/08/2020 04:11:36

Es la adaptación de Xenoarqueólogos de Greenglow City para CdB Engine, adaptada y puesta al día a Savage Worlds Edición Aventura. Una ambientación posapocalíptica divertida que ofrece numerosas ideas para aventuras y que admite desde el terror lovecraftiano hasta el puro cachondeo (¡Don Curro Jiménez de la Mancha!). La diferencia con la versión anterior de Xenoarqueólogos Salvajes parece ser básicamente la adaptación de las razas y la inclusión de los datos de juego de algunos de los PNJ propios de la ambientación. Las aventuras casi se escriben solas con los PNJ y las ideas que contiene, además de ser entretenidas de leer. Como único punto negativo, hay unas cuantas erratas que podrían haberse corregido con una lectura atenta pero que no afectan para nada a la parte jugable.

Muy recomendable y, por 3 euros escasos, casi un robo.



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Xenoarqueólogos Salvajes SWEA
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ELEMENTAL Complete Guide
Verlag: Gildor Games
von Alfredo S. D. [Verifizierter Käufer]
Hinzugefügt am: 10/29/2019 05:07:13

A very interesting setting-agnostic system which reminds me of the old Dream Park book by R. Talsorian Games: light on rules, heavy on support material. It somehow manages to avoid the rules bloat common in other systems while providing ample support for the most usual genres (fantasy, sci-fi, horror and superheroes) with a good sampling of advantages and disadvantages, archetypes, spells, psionic powers, superpowers and equipment, but it would be very easy to add or adapt more if needed. If you head to Elemental's Facebook page you will find unofficial conversions for Aliens and Fallout and a good number of popular Marvel/DC superheroes. The "official" adventures available also do a good job of showcasing the system's versatility.

The One Page Rules also available on Drivethrurpg contain all the information a player may need in most cases. You only need two d6 (one for the player, other for the GM) to play, but the rules support partial successes and a limited form of exploding dice called "break". The Complete Guide expands on the One Page Rules and also adds rules for chases and other special situations, all of them handled in a very simple, unobstrusive way. I think the chase rules could easily be used to play out other kinds of extended or complex conflicts with a little work, BTW.

If there is a gripe in the book for me are the whimsical names of some of the spells in the Fantasy chapter. "Caeradinn’s Elemental Discourse" or "Gideon's Fragmented Perceptions" sound nice, but I would have preferred to see a more "generic" denomination. It is really not difficult to figure out what the spells do, so it might be just me, but they simply do not feel "generic" enough for me. Other than that, if you are on the market looking for a simple but complete enough and easily expandable ruleset, you should have a look at Elemental.

There are a couple of caveats, though:

1) This is not a game for GMs new to tabletop rpgs, as it assumes you already know what tabletop roleplaying. It should work beautifully with new players, though. 2) I guess the author wanted to keep the page count down, but perhaps a few more examples and a bit more of meat on vehicle combat and use would have been nice.

On the other hand, I really like the simple, readable layout and tables (even though the illustrations were repurposed from those offered by Sine Nomine Games). There is even an index, which is a nice touch.

[Edited to add a couple of points]



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Kommentar des Verlages:
Alfredo, thank you for your in-depth and informative review. The information you provided should be of interest to anyone seeking to learn more about ELEMENTAL. To confirm and expand on one of your points: We run the game a lot with new and young players. Our experience, as you suspect, is that they “get” the system very quickly, which allows them to focus on role-playing and have fun. We’re glad you enjoyed the game!
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Nightcrawlers
Verlag: Gildor Games
von Alfredo S. D. [Verifizierter Käufer]
Hinzugefügt am: 10/28/2019 13:47:32

A very interesting (and nasty in some points - and I say this as as good thing, being essentially a horror adventure) scenario for Elemental, but very easy to reskin for your favorite ruleset. You could play this with D&D or Savage Worlds, but I recommend having a look at Elemental if you like simpler but still traditional game systems.



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The World's End Masque & Ball
Verlag: Gildor Games
von Alfredo S. D. [Verifizierter Käufer]
Hinzugefügt am: 05/30/2019 04:01:29

A very interesting Dark Fantasy/Horror short adventure, complete with NPCs, monsters and pregenerated PCs. It could be adapted easily to your generic/fantasy system of choice.



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Bare Bones Multiverse Core Rules
Verlag: Scaldcrow Games
von Alfredo S. D. [Verifizierter Käufer]
Hinzugefügt am: 05/31/2012 04:49:19

It took me a long time for me to decide on buying Bare Bones Multiverse or not, mostly due to the (initially) steep price tag. I finally bought it, after much considering and taking advantage of a current promotion, but it was a bit of a letdown when I finally got to read it. I'd really like to write some glowing reviews like other buyers of this product have done, but as it stands now, I simply cannot give this book more than 3 stars.

First off, I will begin by saying that I think there is a good system in there. I like how it applies a simple 1-10 scale for everything, and the way it is used in the book for writing up anything, from a single character to a complete army or even a building to be destroyed by a Kaiju monster. Conditions are like Fate aspects, whereas abilities are mostly free-form skills and powers, much like Heroquest. It is possible to describe anything with them, and this could be defined as a fractal design: you could probably take the Mass Combat rules and run a conflict between fantasy kingdoms or cyberpunk megacorporations with little effort.

The rules for combat and other situations are probably simple, but the way they are explained make them look more complex than they are, and I think some of the rules - like those for autofire - are way too klunky for what otherwise is a simple and elegant system. The Cosmic Eye rules are not too different to the tables used in the Mythic Roleplaying rpg and they surely might come in handy during a game, if only for quick guidance in unexpected situations.

However, I have a number of important issues with this book:

  • The rules are poorly and confusingly explained, with few or no examples for combat and other situations.

  • The book is not very well designed or laid out, specially given its price tag. I can understand not everyone is a professional book designer or can afford one, specially when you are an small-press publisher, but the fact is that you can find a number of lower-cost or free independent rpgs at rpgnow/drivethrurpg which are brilliantly (or at least, correctly) designed and laid out, even when using stock art.

  • There is a lot of wasted space: very large margins, way too many blank pages and using an entire page for presenting only 1 or 2 NPCs or creatures are some examples. That would be OK for a system using a more complex format for these (like most d20 games or the HERO system), but in Bare Bones Multiverse a short paragraph is all it takes to write up most any creatures or characters. In one single page of this book you could probably fit 4-6 simple NPCs with little difficulty. There is also some filler material which is difficult to justify, like the starship floorplans in the Sci-Fi section. With a tighter layout, the same amount of text included in this book might probably fit in about 150 pages or so.

  • No bookmarks or internal links in the PDF at all, something which in these days of e-readers and tablets I still cannot fathom, as they reduce significantly the usability of any PDF file.

So, in the end, I am sorry to say that Bare Bones Multiverse did not live up to my expectations, but I really hope we can see a corrected version which solves all these issues.



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Bare Bones Multiverse Core Rules
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Other Worlds
Verlag: Signal 13
von Alfredo S. [Verifizierter Käufer]
Hinzugefügt am: 12/27/2011 06:55:46

Disclaimer: My name is listed as a playtester in the book, but in fact I only provided some observations about a previous draft. I must say, however, that I am very biased, as I a was excited about this project right from the beginning.

Other Worlds (OW) is a very well done conflict-based generic game. Player characters are made up of abstract abilities grouped into Cultural and Professional templates to which other abilities reflecting the character's specific individuality are added. Depending on the genre, characters can also have one or more Trademark templates which include special powers, magic, abilities reflecting the characteristics of sci-fi or fantasy races, special equipment (like having a super-spy car or a tricked-out Corellian tramp freighter), etc. Each ability gets an specific rating based on the power level of the game and can be used both as the base ability in a given conflict or as a supporting ability, increasing the base ability's rating. Anything can be an ability, and any ability can be used in a specific conflict: personality traits or quirks, professional skills, relationships, whatever.

Rolls are made using percentile dice in a very abstract resolution system which can be easily adapted to the flavour and tone of most any settings, with the possibility of using a more detailed resolution method for specially important or exciting conflicts. Consequences translate into new abilities which can help or hamper the character in further conflicts. Spotlight Points can be also used to modifiy the result of a roll.

Even though you can easily use OW to play in a stablished setting, one of its main strengths lays in the setting creation chapter. In OW, the group as whole creates the setting in which they want to play. It is basically a group brainstorming exercise in which genre, tone, setting details and main NPCs are created by the group. The rules also facilitate adding further detail to your gameworld as the game develops. Even if you have no interest at all in brainstorming a new setting with your players, you can easily use this chapter as a guideline for quickly creating a playable gameworld on your own. There is also an excellent chapter on customizing OW and adapting any setting, and a few short genre snapshots for sci-fi, superheroes, fantasy, pirates and wild west games.

The quality of writing is excellent and a generous amount of advice for playing the game can be found throughout the book, covering all you need to take into account to play OW. All this is wrapped in a simple but very professional and attractive layout by none other than Evil Hat's Fred Hicks, with a good number of eye-catching art pieces by Storn Cook.



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Story Bones Plus PDF
Verlag: Precis Intermedia
von Alfredo S. [Verifizierter Käufer]
Hinzugefügt am: 06/24/2010 04:29:16

A promising update of this classic ruleset, better than the original Story Bones (originally published by Hubris Games), and benefitting from Brett Bernstein's clear writing and a few interesting additions. The original full version (Story Engine) was one of the most interesting (and overlooked) narrative-type rules-light games ever published and I'd recommend waiting for the updated version by Precis Intermedia, which will add several new genre plug-ins to the previous version.



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Story Bones Plus PDF
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Open Core Quick
Verlag: Seraphim Guard
von Alfredo S. [Verifizierter Käufer]
Hinzugefügt am: 08/28/2007 05:27:10

Open Core can be defined as a point-based system with two basic attributes (body/mind) and six derived ones (life, movement, defense, initiative, toughness and perception) and the possibility of specializing your character in a specific application of the basic attributes by taking certain abilities. You also have a short list of standard which can also be further specialized by taking abilities. You must also choose one or more descriptors and both a virtue and a vice which describe your character's nature.

Abilities are effect-based (à la Hero system or BESM) and allow you to replicate any kind of special powers and perks (superpowers, magic, psionics, contacts, etc.). You can also buy disabilities to get a few more points to complete your design.

A 3d6 roll plus the applicable attribute and abilities is made against a target number for all tasks. Rules are included for combat, experience, exposure, etc.

The download also includes a supplemental file with detailed rules for guns and weapons and an abstract wealth system. A simplified mecha/vehicle construction system in the same vein would be an excellent addition.

What we have here is an streamlined mixture of Action! system rules and BESM/Open Core rules for powers and special abilities. It is not terribly innovative or groundbreaking, but it certainly is a lighter "traditional-style" alternative to other more heavy systems out there which many gamers might find interesting.

It is definitely worth a look and offers a lot of content for the price.



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Open Core Quick
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EABAlite v1.0
Verlag: BTRC
von Alfredo S. [Verifizierter Käufer]
Hinzugefügt am: 05/30/2007 00:00:00

An excellent introductory product which also makes a good handout to give to new players so they can figure out how the system works and how to make characters.

<br><br> <b>LIKED</b>: Short and concise. Covers the main aspects of the system without any fuss.<br><br><b>DISLIKED</b>: Nothing. It does what it is intended to do.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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EABAlite v1.0
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Stuff! (EABA)
Verlag: BTRC
von Alfredo S. [Verifizierter Käufer]
Hinzugefügt am: 04/05/2006 00:00:00

The best design sourcebook ever published for ANY rpg. Period.

It is a lot simpler than, say, Guns! Guns! Guns! or VDS, by the same publisher/designer, but covers the same areas and then much more (societies, general gadgets, creature & species design...).

Most design work is done by selecting the modifiers you will apply to your creation and then using an expanded version of the EABA universal chart to get the hard numbers (damage, weight, speed, etc.). Lots of reference tables are included to help you out during the process, so you know the basic parameters of most things you will probably design.

It can probably be used with other "realistic" (Action! System or GURPS, for instance) rpgs with some number crunching.

<br><br> <b>LIKED</b>: Great layout. Outstanding use of PDF format. Grayscale copy included (so you don't suck the life out of your toner cartridge). Expanded EABA universal chart. Easy to use. High quality all through. Automated sheets which allow you to use your computer to do all the hard work.<br><br><b>DISLIKED</b>: Nothing yet.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



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Stuff! (EABA)
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F20 Gamers Against Cancer Edition
Verlag: Better Mousetrap Games
von Alfredo S. [Verifizierter Käufer]
Hinzugefügt am: 01/28/2006 00:00:00

This comment deals with the new version - updated January 2006 - which makes a great little game even better than before, specially with the new magic rules and the enhanced innate powers rules. Practical and utilitarian and a welcome change from other, more involved and expensive 'traditional' (ie. d20 or GURPS) games.<br><br> <b>LIKED</b>: Everything. It is concise, playable and short.<br><br><b>DISLIKED</b>: The equipment chapter deals mainly with modern equipment, but it is easy to 'steal' it from other games. It is a great product.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



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